The Meaning of Life, the Universe, and Everything.
Join Date:
11/29/2012
Posts:
51
Member Details
Hey everyone,
While I may still make the occasional contribution, my job is busy enough to keep me from the regular maintenance that the community deserves. As such, ScottKillen is taking over as the primary developer of this mod.
Details:
The basic premise of HerdCraft is to add zero new items/blocks/mobs to the game, but make it more interesting though more AI options, and tweaking how things spawn. It will also function as an API for other modders who want their new mobs to participate in herding behaviors.
I've got a generalized framework in place that supports herds of arbitrary creatures across multiple dimensions. Right now I've got horses, cows, pigs, chickens, sheep, skeletons, or zombies trying to stick together (not cross-species). Entire herds of horses, cows, or sheep stampede when any is injured, collectively follow players with food, and slowly reproduce on their own if there's enough. Pigs and chickens do the same, but are less organized about running away. When one zombie in a group spots you, you'll draw the lot of them. When one skeleton spots you, they form firing lines. Finally, hordes of zombies occasionally spawn instead of the just the typical 1-4.
HerdCraft Downloads (Dropbox): 1.7.10-1.1 [1.7.2 - 1.7.10]Mod:Link RemovedSource: Link Removed 1.7.10-1.0.1 [1.7.2 - 1.7.10]Mod:Link RemovedSource: Link Removed
Legacy MCHerds Downloads (Dropbox): 1.1.1 [1.5.2] Mod: Link Removed 1.1 [1.5.1] Mod: Link Removed Source: Link Removed
1.0 Mod: Link Removed Source: Link Removed
Video:
While I'm working on making a new demo video, here's one by GameChap and Bertie
Installation:
Just drop in in your Forge [471+] mods folder.
Version 1.0 is here. Please submit your feedback.
Suggestions are always welcome.
Legal:
This mod may be modified without my express permission where profit is not gained and appropriate credit is maintained.
This mod may be used in any modpack that has express or implicit permission of all mods included, where personal profit is not gained, and appropriate credit is given.
I would, however, love to hear that my mod is being used in a pack, and request that a PM be sent to me via these forums letting me know about the pack and approximate user base (if available).
Wonderful mod. I have been using it with Zombie Awareness and Infernal Mobs really adds a challenge to the game. The zombies become a much needed threat.
I also tried it with Special Mobs but there is an AI conflict with the zombies. But in his config I could disable the zombie AI and still use the others. (Still Testing)
Would it be possible to add the ability to disable the AI per mob type in your config for troubleshooting and compatibility?
A creeper hord would need something like a blast resistance or not? Otherwise they would just blow each other up!
Anyway... awesome mod and I'm glad to see v 1.0!
Edit: What is the MCHerds.png in the folder for?
Greets,
Glowal!
That's one of two reasons I opted to not have creeper hordes. The other being that they're more sneaky if they're spread out, leaving you more likely to back into one while fleeing a mob of mobs.
The png is just a banner for the mod info in the forge mods tab in the main menu. If anyone out there wants to make a better banner for me, I'd appreciate it.
Wonderful mod. I have been using it with Zombie Awareness and Infernal Mobs really adds a challenge to the game. The zombies become a much needed threat.
I also tried it with Special Mobs but there is an AI conflict with the zombies. But in his config I could disable the zombie AI and still use the others. (Still Testing)
Would it be possible to add the ability to disable the AI per mob type in your config for troubleshooting and compatibility?
Great mod!
That's already there. herds/hordes is a boolean per mob type in the config file. Just flip it to false, and they won't herd/horde. Thanks for the compatibility info, I'll try to see what's up with it by week's end.
Edit: A quick look at what special mobs does... I don't see any obvious reason for a break. I'll need to either figure out what he's doing differently, or get in touch with him to see if he's willing to help sort out what's going on. Error logs would be helpful if it's a proper crash.
Edit2: I'm not really seeing anything obviously broken between my mod and Special Mobs. What exactly am i looking for?
With special mobs installed the zombies specifically would get really slow and would be glitchy, some would just be frozen. I also had graphic issues some would be invisible and or the textures would just flash. That could be related to Optifine and random mobs. I will get a proper video up and do some more checking.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/29/2012
Posts:
51
Member Details
Have you tried turning off zombie hordes to make sure it was a conflict with mine? I didn't see that with just MCHerds and Special Mobs on my test system, so I can't really say much about the cause.
If you want a good mob experience with some good difficulty levels here is a good combo(works on vanilla servers):
MCHerds Changes the AI of zombies and other mobs for the better. This coupled with Zombie Awareness will take hard to harder than hell. Dungeon Mobs A must have for any hardcore miner. Ghost Mod Works great and you get a good startle, spawns above a below ground. Ars Magica Many cool mobs, spawns mostly above ground. CubeBots 1.0.0 Spawns around lava, may be hard to collect when you have lava monsters. Mo' Creatures 1.4.5Works best with custom mob spawner off. Day spawns are rare but the night spawns work well above ground. Myths and Monsters Mod Haven't seen any of these yet but they are supposed to be rare lol. Infernal Mobs Makes the difficult even more difficult. Some mobs you just have to turn and run even with full set of diamond enchants. Lava Monsters Rare, and you thought just walking near lava was dangerous. Project Zulu For some cool dungeons and a few unique mobs. Special mobs I had to disable the zombie AI but the other mobs seem to work fine. still in testing. The Twilight Forest for some extra good stuff. Witches and More Some of the mobs are pushovers but with Infernal mobs it makes up for it, plus I like the choice meats.
If you have all these together I suggest you don't go out at night, have a good defense and light up every inch of your mines. LOL its a blast.
If you want a good mob experience with some good difficulty levels here is a good combo(works on vanilla servers):
MCHerds Changes the AI of zombies and other mobs for the better. This coupled with Zombie Awareness will take hard to harder than hell. Dungeon Mobs A must have for any hardcore miner. Ghost Mod Works great and you get a good startle, spawns above a below ground. Ars Magica Many cool mobs, spawns mostly above ground. CubeBots 1.0.0 Spawns around lava, may be hard to collect when you have lava monsters. Mo' Creatures 1.4.5Works best with custom mob spawner off. Day spawns are rare but the night spawns work well above ground. Myths and Monsters Mod Haven't seen any of these yet but they are supposed to be rare lol. Infernal Mobs Makes the difficult even more difficult. Some mobs you just have to turn and run even with full set of diamond enchants. Lava Monsters Rare, and you thought just walking near lava was dangerous. Project Zulu For some cool dungeons and a few unique mobs. Special mobs I had to disable the zombie AI but the other mobs seem to work fine. still in testing. The Twilight Forest for some extra good stuff. Witches and More Some of the mobs are pushovers but with Infernal mobs it makes up for it, plus I like the choice meats.
If you have all these together I suggest you don't go out at night, have a good defense and light up every inch of your mines. LOL its a blast.
this is a good mod, i like realistic stuffs like this. is it ok if i make a suggestion though?
skeletons- avoid lining up together so they dont hit each other with arrows *skeletons try not to get behind other skeletons but move off to the side instead*
creepers- multiple creepers will try to explode at the same time in an explosion chain or something
bats- not fly into lava/water and avoids the player
I do plan on doing both the skeleton and at least cave spider bits. I don't really see a need to herd big spiders, as they already jump past your reach, but if I get it working for the cave ones, it'll be an option for the big ones as well.
Likely spiders first, as I just need to figure out where on earth Mojang put their AI list.
Skele's I'll try to do some circling behavior when there's another skeleton directly between it and you (random direction).
The Meaning of Life, the Universe, and Everything.
Location:
Friendship, NY
Join Date:
12/26/2010
Posts:
639
Minecraft:
LunariusH
Member Details
It sounds like you're trying to create semi-realistic performance out of herd critters.
This being said:
1. Could you perhaps create a new mob (that isn't) that represents a wild version of cow and sheep.
Ascribe all the herd behaviors you've currently given to cows/sheep to them as well, except for following wheat by default.
Make a special type that will aggress against you if you bother/hurt the wild cows. (Ram/Bull)
Make their default behavior to move away from you, and if you run while around them, they'll stampede.
When you successfully tame one, it turns into a normal sheep/cow, and will breed normal sheep/cows.
2. Make Wild Pigs
They travel in small herds, and stick close together.
The adults are wildly aggressive, and will attack if you get too close.
Turn into regular pigs once tamed.
3. Allow where Zombie Hordes spawn to be configurable.
Chance by Biome
Chance by Depth
Chance by Moon Phase (Full moon out tonight)
Chance by Time of Day
I know your plan was to add zero new mobs, and you really don't have to to make this happen. It just seems like that'd be the easiest way. If you intend to stick to the 'zero new mobs' thing, perhaps a new visual element could be added to show an animal is tamed? (Like with wolves and their collars. Cows and Sheep with cowbells? Pigs with collars? Zombies with... wait)
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
The Meaning of Life, the Universe, and Everything.
Join Date:
11/29/2012
Posts:
51
Member Details
One and two sound like they'd make a pretty fun child mod. I may work on it after I get MCWolfPack (planning phase) to v1.0.
I will definitely be looking into making 3 happen within the next couple of releases. Especially the moon phase. "Don't go out tonight... it's a new moon." Except for Time of Day. I don't see a sensible way to break that up in configs.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/29/2012
Posts:
51
Member Details
This is a mod that started around correcting the "lone cow in a tree" problem that vanilla minecraft tends towards after a couple of hours of gameplay. It then picked up zombie hordes as a cheap side-effect of the new herding behaviors. It's supposed to make what's already there feel a little better, rather than add new things to do and see.
That said, I think I see a way to get tame wolves to help you move herds, but it would require some way to tell the wolf/dog where you want the herd to be. That probably needs a new block/item to work well, which means it doesn't quite fit to MCHerds, but would be an interesting addition to MCWolfPack.
Hey everyone,
While I may still make the occasional contribution, my job is busy enough to keep me from the regular maintenance that the community deserves. As such, ScottKillen is taking over as the primary developer of this mod.
I will be leaving this thread up for legacy purposes, but the projects new home will be: http://minecraft.curseforge.com/projects/nakranoths-herdcraft
Thanks for all your support,
Nakranoth
Details:
The basic premise of HerdCraft is to add zero new items/blocks/mobs to the game, but make it more interesting though more AI options, and tweaking how things spawn. It will also function as an API for other modders who want their new mobs to participate in herding behaviors.
I've got a generalized framework in place that supports herds of arbitrary creatures across multiple dimensions. Right now I've got horses, cows, pigs, chickens, sheep, skeletons, or zombies trying to stick together (not cross-species). Entire herds of horses, cows, or sheep stampede when any is injured, collectively follow players with food, and slowly reproduce on their own if there's enough. Pigs and chickens do the same, but are less organized about running away. When one zombie in a group spots you, you'll draw the lot of them. When one skeleton spots you, they form firing lines. Finally, hordes of zombies occasionally spawn instead of the just the typical 1-4.
HerdCraft Downloads (Dropbox):
1.7.10-1.1 [1.7.2 - 1.7.10] Mod: Link Removed Source: Link Removed
1.7.10-1.0.1 [1.7.2 - 1.7.10] Mod: Link Removed Source: Link Removed
Legacy MCHerds Downloads (Dropbox):
1.1.1 [1.5.2] Mod: Link Removed
1.1 [1.5.1] Mod: Link Removed Source: Link Removed
1.0 Mod: Link Removed Source: Link Removed
Video:
While I'm working on making a new demo video, here's one by GameChap and Bertie
Installation:
Just drop in in your Forge [471+] mods folder.
Version 1.0 is here. Please submit your feedback.
Suggestions are always welcome.
Legal:
This mod may be modified without my express permission where profit is not gained and appropriate credit is maintained.
This mod may be used in any modpack that has express or implicit permission of all mods included, where personal profit is not gained, and appropriate credit is given.
I would, however, love to hear that my mod is being used in a pack, and request that a PM be sent to me via these forums letting me know about the pack and approximate user base (if available).
I also tried it with Special Mobs but there is an AI conflict with the zombies. But in his config I could disable the zombie AI and still use the others. (Still Testing)
Would it be possible to add the ability to disable the AI per mob type in your config for troubleshooting and compatibility?
Great mod!
That's one of two reasons I opted to not have creeper hordes. The other being that they're more sneaky if they're spread out, leaving you more likely to back into one while fleeing a mob of mobs.
The png is just a banner for the mod info in the forge mods tab in the main menu. If anyone out there wants to make a better banner for me, I'd appreciate it.
That's already there. herds/hordes is a boolean per mob type in the config file. Just flip it to false, and they won't herd/horde. Thanks for the compatibility info, I'll try to see what's up with it by week's end.
Edit: A quick look at what special mobs does... I don't see any obvious reason for a break. I'll need to either figure out what he's doing differently, or get in touch with him to see if he's willing to help sort out what's going on. Error logs would be helpful if it's a proper crash.
Edit2: I'm not really seeing anything obviously broken between my mod and Special Mobs. What exactly am i looking for?
Website: http://lightningpig333.com
MCHerds Changes the AI of zombies and other mobs for the better. This coupled with
Zombie Awareness will take hard to harder than hell.
Dungeon Mobs A must have for any hardcore miner.
Ghost Mod Works great and you get a good startle, spawns above a below ground.
Ars Magica Many cool mobs, spawns mostly above ground.
CubeBots 1.0.0 Spawns around lava, may be hard to collect when you have lava monsters.
Mo' Creatures 1.4.5 Works best with custom mob spawner off. Day spawns are rare but the night spawns work well above ground.
Myths and Monsters Mod Haven't seen any of these yet but they are supposed to be rare lol.
Infernal Mobs Makes the difficult even more difficult. Some mobs you just have to turn and run even with full set of diamond enchants.
Lava Monsters Rare, and you thought just walking near lava was dangerous.
Project Zulu For some cool dungeons and a few unique mobs.
Special mobs I had to disable the zombie AI but the other mobs seem to work fine. still in testing.
The Twilight Forest for some extra good stuff.
Witches and More Some of the mobs are pushovers but with Infernal mobs it makes up for it, plus I like the choice meats.
If you have all these together I suggest you don't go out at night, have a good defense and light up every inch of your mines. LOL its a blast.
Cannot wait to try all of that.
Totally gonna try that out xP
I'm working hard on my thesis for the next few weeks, so the next update will take a while.
Just wanted you let you know now that I have not abandoned development.
skeletons- avoid lining up together so they dont hit each other with arrows *skeletons try not to get behind other skeletons but move off to the side instead*
creepers- multiple creepers will try to explode at the same time in an explosion chain or something
bats- not fly into lava/water and avoids the player
spiders- same thing as zombies
I do plan on doing both the skeleton and at least cave spider bits. I don't really see a need to herd big spiders, as they already jump past your reach, but if I get it working for the cave ones, it'll be an option for the big ones as well.
Likely spiders first, as I just need to figure out where on earth Mojang put their AI list.
Skele's I'll try to do some circling behavior when there's another skeleton directly between it and you (random direction).
And now I'm back to thesis work.
This being said:
1. Could you perhaps create a new mob (that isn't) that represents a wild version of cow and sheep.
I know your plan was to add zero new mobs, and you really don't have to to make this happen. It just seems like that'd be the easiest way. If you intend to stick to the 'zero new mobs' thing, perhaps a new visual element could be added to show an animal is tamed? (Like with wolves and their collars. Cows and Sheep with cowbells? Pigs with collars? Zombies with... wait)
I will definitely be looking into making 3 happen within the next couple of releases. Especially the moon phase. "Don't go out tonight... it's a new moon." Except for Time of Day. I don't see a sensible way to break that up in configs.
Just breakdancing along...
Okay sure im a brony but DO YOU THINK I FLIPPIN CARE?! AM I PROUD OF IT?...Okay maybe but...DEAL WITH IT DANGIT!
That said, I think I see a way to get tame wolves to help you move herds, but it would require some way to tell the wolf/dog where you want the herd to be. That probably needs a new block/item to work well, which means it doesn't quite fit to MCHerds, but would be an interesting addition to MCWolfPack.